The Great Apple
Big Cheese
I think 1 UPT will slow things down a lot. In my experience the performance roughly matches Civ 4 on release, so... give it 5 years and all our computers will be good enough to handle it!
I wonder how much Civ 5 is actually parallelised. I wouldn't be surprised if it's nothing much more complicated than having the graphics and animation handled by one thread, while another handles the AI. The trouble is that parallising the AI is not an easy task as each step in a turn can potentially greatly influence the next step in the turn. There are things you can split off (city deciding which tiles to use, for example) but I would imagine that the nastiest bit of the AI is pathing and combat, and that's not pretty to do efficiently in parallel. If one of the units discovers, for example, a massive enemy army the other units being calculated in parallel need to know about this, or we end up with an AI that looks stupid. There are things you could do with parallising a single AI which might produce good results, but nothing that would be easy in terms of initial programming or in terms of maintainability.
One thing that could be fairly easily done is city states. It'd be fairly easy to work out in the city state phase which city states could influence other city states then parallelise them in such a way that no mutually influencing states would be running at the same time. How much performance you'd see from this is not obvious, especially as there might be gotchas in the implementation as I imagine CS use the same functions as normal civs in a lot of places.
There are many places where small level parallelism might be possible, however it's often the case that this isn't actually worth doing. You actually need to send a reasonable chunk off in a parallel unit for any significant benefit to be seen.
BTW: Save game crashed for me. I've been getting that a lot with Civ 5 though. Hoping the patch will fix that...
I wonder how much Civ 5 is actually parallelised. I wouldn't be surprised if it's nothing much more complicated than having the graphics and animation handled by one thread, while another handles the AI. The trouble is that parallising the AI is not an easy task as each step in a turn can potentially greatly influence the next step in the turn. There are things you can split off (city deciding which tiles to use, for example) but I would imagine that the nastiest bit of the AI is pathing and combat, and that's not pretty to do efficiently in parallel. If one of the units discovers, for example, a massive enemy army the other units being calculated in parallel need to know about this, or we end up with an AI that looks stupid. There are things you could do with parallising a single AI which might produce good results, but nothing that would be easy in terms of initial programming or in terms of maintainability.
One thing that could be fairly easily done is city states. It'd be fairly easy to work out in the city state phase which city states could influence other city states then parallelise them in such a way that no mutually influencing states would be running at the same time. How much performance you'd see from this is not obvious, especially as there might be gotchas in the implementation as I imagine CS use the same functions as normal civs in a lot of places.
There are many places where small level parallelism might be possible, however it's often the case that this isn't actually worth doing. You actually need to send a reasonable chunk off in a parallel unit for any significant benefit to be seen.
BTW: Save game crashed for me. I've been getting that a lot with Civ 5 though. Hoping the patch will fix that...